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Mac Starcraft Units:

Protoss:

Probe

Unit Type: Worker/harvester/builder
Unit Size: Small
Cost: 50 minerals
Build Time: 20
Control: 1
Buildings Required: Nexus
Upgrades Possible: none
Shields/Hit Points: 20/20
Attack Type: short range (melee) laser attack (ground only)
Range: 1
Rate of Fire: 48 attacks per minute
Damage Type: Normal
Attack Power: 5 (upgrade factor: +0)
Double Strike? No
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Shuttle Transport: 1

Basic Strategies: This is your basic "peon" or worker unit. Protect these units very carefully, particularly in your expansion towns. It might be a good idea to build a Photon Tower or two within range of their working environment (where they are harvesting resources), in addition to your regular defenses. Be sure to keep building these units as you gain more expansions. If attacked, it can fight back, but it's a weak attack. If your first base is attacked early by Zerglings, try attacking with the Probes if you're caught without defenses. They fare decently against the weak Zerglings.
To make buildings, all your Probe has to do is take one second to lay down the warping point, after which the Probe can move away and do other work while the building is warping in. Take advantage of this ability. You can even use the Shift Queuing technique to lay down several buildings in succession with one probe.

 

Zealot

Unit Type: Ground based foot soldier
Unit Size: Small
Cost: 100 minerals
Build Time: 40
Control: 2
Buildings Required: Gateway
Upgrades Possible: Melee Attack Upgrade (Forge)
Armor Upgrade (Forge)
Shields Upgrade (Forge)
Movement Rate Upgrade (Citadel of Adun)
Shields/Hit Points: 80/80
Attack Type: Melee-psionic blades (ground only)
Range: 1
Rate of Fire: 48 attacks per minute
Damage Type: Normal
Attack Power: 16 (upgrade factor: +2)
Double Strike? Yes
Base Armor Rating: 1 (upgrade factor: +1)
Slots Taken in Shuttle Transport: 2

Basic Strategies: Zealots are by far are the strongest "early" unit in the game. A few of them can stand up to larger groups of Marines or Zerglings/Hydralisks. Be wary of the hit and run attack though. The Zealots are most effective when supported by Dragoons or other ranged attackers. When fully upgraded the Zealots can do 22 damage with their attack. Their only vulnerability is to units with ranged attacks and air units. The Zealots should constitute a huge chunk of your ground army even late in the game, with other units to support them. Upgrade their speed to nullify hit and run tactics.

 

Dragoon

Unit Type: Versatile, Mechanized Assault Unit
Unit Size: Large
Cost: 150 minerals 50 gas
Build Time: 50
Control: 2
Buildings Required: Gateway, Cybernetics Core
Upgrades Possible: Melee Attack Upgrade (Forge)
Armor Upgrade (Forge)
Shields Upgrade (Forge)
Attack Range Upgrade (Cybernetics Core)
Shields/Hit Points: 80/100
Attack Type: Ranged energy ball attack (ground and air)
Range: 4 (+1)
Rate of Fire: 36 attacks per minute
Damage Type: Explosive
Attack Power: 20 (upgrade factor: +2)
Double Strike? No
Base Armor Rating: 1 (upgrade factor: +1)
Slots Taken in Shuttle Transport: 4

Basic Strategies: They are most useful in large groups, but with Zealots, a small handful can be more than enough. For the beginning part of the game, the Dragoon should basically be used to support Zealots for anti air and ground artillery purposes. These two units are so powerful that many times a game can be won early with just these two units. These can also be used next to a Shield Battery to form a sort of "super tower" to protect your base. Keep recharging the shields at the battery. Against Mutalisks this tactic can prove to be a life saver. It's not recommended that Dragoons be used by themselves in a group attack because their attack rate is not TOO high; fast melee attackers can get the best of Dragoons.

 

Templar

Unit Type: Ground based "magic"/support unit
Unit Size: Small
Cost: 50 minerals 150 gas
Build Time: 50
Control: 2
Buildings Required: Gateway, Templar Archives
Upgrades Possible: Armor Upgrade (Forge)
Shields Upgrade (Forge)
Psionic Storm Spell (Templar Archives)
Hallucination Spell (Templar Archives)
Khydarin Amulet (maximum mana) (Templar Archives)
Shields/Hit Points: 40/40
Attack Type: none
Mana: 200 (250 with upgrade)
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Shuttle Transport: 2

Basic Strategies: These are the mage type units of the Protoss. You can select two of them and combine them to form the Archon (an irreversible transformation). These units are still effective by themselves due to their Hallucination ability and their Psionic Storm ability. Psionic Storm basically equates to death and decay from Warcraft2, except that it doesn't damage buildings. For 75 mana, it causes heavy damage on troops caught in the area of casting (around 120 hp if the unit remains in the area of effect for the duration of the spell). Use Psionic Storm on groups of parked Siege Tanks, Guardians, or other grouped enemy units. The Psi Storm can seriously damage or kill most any unit very quickly. But be sure to cloak your Templar with an Arbiter, because the Siege Tank's range is farther than the casting range of the Psi Storm.

Against a Zerg player whom you know is using Mutalisks, Psi Storm is the Protoss player's ace in the hole. A couple of well placed Psi Storms will turn a flock of Mutalisks into a cloud of blood. In fact, it's a viable tactic in island games to climb the tech tree to get Templars and Psi Storm quickly, along with Shuttles. Drop a couple Templars off in the opposing base and Psi Storm the workers to make a huge dent in your opponent's production for very little cost. In some cases this is better than a Reaver drop because you can cram 4 Templars in a Shuttle, and the Templar's Psi Storm will protect against air attack as well.

Hallucination is a neat trick you can use to draw fire away from your real units. Each casting creates two copies of the real unit, but of course they do no damage and take double damage themselves. Area effect spells like EMP or Ensnare will dispel all hallucinations, so be wary of magic users in the area. Try having a 1-1 or 2-1 ratio of fake units to real units. Your real units will generally not take much damage when you mix fake and real units together. Each casting of Hallucination costs 125 mana.

 

Reaver

Unit Type: Ground based Heavy Artillery
Unit Size: Large
Cost: 200 minerals 100 gas
Build Time: 60
Control: 4
Buildings Required: Robotics Facility, Robotics Support Bay
Upgrades Possible: Armor Upgrade (Forge)
Shield Upgrade (Forge)
Scarab Damage Upgrade (Robotics Support Bay)
Scarab Capacity Increase (from 5-10) (Robotics Support Bay)
Shields/Hit Points: 80/100
Attack Type: Long Range "Scarab" shot (ground only)
Range: 9
Rate of Fire: 17 attacks per minute
Attack Power: 100 (125 after upgrade)
Double Strike? No
Damage Type: Explosive
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Shuttle Transport: 4

Basic Strategies: Use these in combination with Dragoons and Zealots for a devastating ground attack. Their movement rate is slow, so you may consider using the Arbiter's Recall spell to transport them, or use Shuttles. Their scarabs out-range towers, so use the Reavers to assault a base's defenses before sending in your main force. Since there is moderate splash damage, they're also effective attacking massed groups of enemy troops.

Scarabs are the ammunition of the reavers. They cost extra and must be manufactured within the Reaver in much the same way Interceptors are built on Carriers, BEFORE you can attack with the Reaver. They cost 15 minerals a piece and can be built relatively quickly. Be sure to build plenty of scarabs before attacking, lest you be caught with a useless unit.

Most everyone knows about using Shuttles to drop Reavers into the heart of the opponent's base. Sometimes, in the heat of battle, you forget to build more Scarabs as you're attacking the opponent during a Reaver drop. One way to protect the Reaver if it comes under fire is to pick up the Reaver in the Shuttle as it builds more Scarabs. The Scarabs will continue to build, and you can fly out of range of attack. After a few seconds, you know some Scarabs are done, so drop the Reaver again in a safe spot. Lather, rinse, repeat. =)

 

Archon

Unit Type: Heavy Assault Ground Warrior
Unit Size: Large
Cost: two Templars
Build Time: 20
Control: no additional control units required
Buildings Required: Gateway, Templar Archives
Upgrades Possible: Attack Upgrade (Forge)
Armor Upgrade (Forge)
Shields Upgrade (Forge)
Shields/Hit Points: 350/10
Attack Type: Short Range lightning attack (ground and air)
Range: 3
Rate of Fire: 56 attacks per minute
Damage Type: Normal
Attack Power: 30 (upgrade factor: +3)
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Shuttle Transport: 4

Basic Strategies: This is arguably the strongest ground unit in the game. Use them in late stages as either a complement to your attack force or as your primary attack force. If you do make them the core of your ground forces, be VERY wary of Terran Science vessels, whose EMP ability can reduce an archon to a 10 hp weakling. Otherwise, fear nothing and attack at will with these glowing energy warriors. Also try plucking the damaged ones from the field of battle before they die and return them to your base, where you can instantly recharge their shields with shield batteries.

These work great in complement with Zealots, and also work well against Mutalisks due to the splash damage of their attack. If you have extra Templars, make some Archons to supplement your air defense, and keep them near shield batteries =). Be aware that as far as AI goes, the Archons are BAR NONE, the stupidest unit in the game (pathfinding, etc.). Extended marches may not be a great idea.

Scout

Unit Type: Airborne Fighter
Unit Size: Large
Cost: 300 minerals 150 gas
Build Time: 80
Control: 3
Buildings Required: Stargate
Upgrades Possible: Attack Upgrade (Cybernetics Facility)
Armor Upgrade (Cybernetics Facility)
Shields Upgrade (Cybernetics Facility)
Movement Rate Upgrade (Fleet Beacon)
Sight Range Upgrade (Fleet Beacon)
Shields/Hit Points: 90/130
Attack Types: missiles (air), machine guns (ground)
Range: 4
Rate of Fire: 48 attacks per minute
Damage Types: Missiles: Explosive, Machine Guns: Normal
Attack Power: 24 for missiles (upgrade factor: +2) 8 for ground (upgrade factor: +1)
Double Strike? Ground: no Air: yes
Base Armor Rating: 1 (upgrade factor: +1)

Basic Strategies: This unit is best used to support your ground forces with a powerful anti air presence. With their speed upgrade, they can provide quick reconnaisance over even the largest of maps. Use them in large groups and destroy enemy "magic" users such as Queens, Sci Vessels, etc. Take fleets of them to attack unprotected Overlords that may be wandering the map. This is an effective way to reduce not only your Zerg enemy's reconnaissance, but his production as well.
Another good trick is to hallucinate some Scouts and fly them over your enemy's base. You can get a quick scan of the defensive ability of your opponent without risking valuable units. If you're going to make Carriers, Scouts must be made also to escort the Carriers.

 

Shuttle

Unit Type: Transport
Unit Size: Large
Cost: 200 minerals
Build Time: 50
Control: 2
Buildings Required: Robotics Facility
Upgrades Possible: Armor Upgrade (Cybernetics Core)
Shield Upgrade (Cybernetics Core)
Speed Upgrade (Robotics Support Bay)
Shields/Hit Points: 60/80
Attack Type: none
Base Armor Rating: 1 (upgrade factor: +1)
Slots Available as a Transport: 8

Basic Strategies: This is your basic transport unit. It can hold up to 2 Archons and differing numbers of other troop types. Use it as you would any other air transport. Use them in combination with the Arbiter's recall spell to transport even more Archons and fighting units in one spell casting.

It is imperative to build this unit ASAP in the case you want to Reaver Drop or Templar Drop. You'll also want to upgrade the speed of the Shuttle because it makes getting in and out of hot landing zones a lot easier, not to mention the time you save going across the map. An upgraded Shuttle can actually out run Mutalisks and dash to safety.

 

Observer

Unit Type: "Detector"/scout
Unit Size: Small
Cost: 25 minerals 75 gas
Build Time: 40
Control: 1
Buildings Required: Robotics Facility, Observatory
Upgrades Possible: Armor Upgrade (Cybernetics Core)
Shield Upgrade (Forge)
Speed Upgrade (Observatory)
Sight Range Upgrade (Observatory)
Shields/Hit Points: 20/40
Attack Type: none
Base Armor Rating: 0 (upgrade factor: +1)

Basic Strategies: This unit is permanently cloaked. Feel free to fly around, but be wary of enemy towers and other detector units, both of which can see the Observer. Be sure to build many of these and bring them with your attacking forces, so you don't get victimized by cloaked enemy Wraiths, or Arbiter cloaked Protoss attack forces. Park one over every possible expansion site; your enemy won't know he's being watched as he builds his expansions. They can also sniff out burrowed Zerg units.

 

Arbiter

Unit Type: Airborne "magic"/support unit
Unit Size: Large
Cost: 25 minerals 500 gas
Build Time: 160
Control: 2
Buildings Required: Stargate, Arbiter Tribunal
Upgrades Possible: Attack Upgrade (Cybernetics Core)
Armor Upgrade (Cybernetics Core)
Shields Upgrade (Cybernetics Core)
Recall (Arbiter Tribunal)
Stasis (Arbiter Tribunal)
Khydarin Power Plant (Maximum mana) Upgrade (Arbiter Tribunal)
Shields/Hit Points: 150/200
Attack Type: energy ball (air and ground)
Range: 5
Rate of Fire: 24 attacks per minute
Damage Type: Explosive
Attack Power: 10 (upgrade factor: +1)
Double Strike? No
Mana: 200, (250 with upgrade)
Base Armor Rating: 1 (upgrade factor: +1)

Basic Strategies: Any of your units that come within range of an Arbiter will be cloaked. This alone is probably worth the expense for the Arbiter. However, two extremely useful spells can be researched at the Arbiter Tribunal to make this unit almost unbelievably powerful.

Recall can be cast on any area of the map. Any units in the surrounding area of the casting will be transported immediately from that spot to directly under the Arbiter. Basically, keep a grouping of Attack units (Carriers, archons, zealots, etc.) in a clump at your base. Drive the Arbiter out and when you're close to the enemy, cast Recall on your strike force. They'll be instantly be transported any distance across the map. Recall saps 150 mana from the Arbiter. This can come in handy when you don't want to deal with the slow unloading speed of Shuttles. The other benefit of Recall vs Shuttle dropping is that the units you Recall are cloaked when they arrive (because they're under the Arbiter). Hallucinate some copies of the Arbiter, to make this technique more successful in a "hot" (heavily guarded) landing zone.

Stasis will render any unit paralyzed and invincible. It can be used both offensively and defensively. Pick a group of enemy units to disable before a battle and cast Stasis on them before attacking. They will likely remain inoperative for the duration of the battle. Defensively, you can pick an important unit to protect, should you be overwhelmed. Cast stasis on it and it will be protected until reinforcements arrive. Stasis costs 100 mana to cast. Good units to cast Stasis on include banks of Siege Tanks, Mutalisks, Guardians, or BattleCruisers.

 

Carrier

Unit Type: Aircraft Carrier
Unit Size: Large
Cost: 350 minerals 300 gas
Build Time: 140
Control: 8
Buildings Required: Stargate, Fleet Beacon
Upgrades Possible: Armor Upgrade (Cybernetics Core)
Shields Upgrade (Cybernetics Core)
Interceptor Capacity Upgrade (from 4 to 8) (Fleet Beacon)
Shields/Hit Points: 150/250
Attack Type: none
Range: 8
Rate of Fire: 224 attacks per minute (for 8 interceptors)
Base Armor Rating: 1 (upgrade factor: +1)

 

Interceptor

Unit Type: Small Robotic Fighter
Unit Size: Small
Cost: 30 minerals
Build Time: 20
Control: 0
Unit Required: Carrier
Upgrades Possible: Attack Upgrade (Cybernetics Core)
Armor Upgrade (Cybernetics Core)
Shields Upgrade (Cybernetics Core)
Shields/Hit Points: 30/20
Attack Type: laser shots (air or ground)
Damage Type: Normal
Attack Power: 5 (upgrade factor: +1)
Double Strike? No
Base Armor Rating: 0 (upgrade factor: +1)

Basic Strategies: See above" Basic Strategies: The Carrier is the the most powerful airborne assault unit in the game. Each shot from each Interceptor is worth 5 damage points. With the Carrier carrying up to eight Interceptors, and each Interceptor shooting once or twice per pass, it can amount up to an instant 80 points of damage per Carrier, almost every second. Mass your Carriers together and cloak them with an Arbiter for a fearsome combination of strength and stealth. The Carrier does not come without vulnerability though. Against masses of Wraiths or Scouts, Carriers have a hard time. Look out for Scourge and BattleCruisers too and be sure to use your own Scouts as support. Mainly Carriers are good for attacking entrenched enemies at distance.

Try hallucinating copies of your Carriers to make for a more intimidating force and to provide alternate targets for your frightened enemies.